Forts Of Time Volume 1 map pack released!

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Great single player maps! :rolleyes:

Seems like the Mothership one was pretty much half stolen from that Na Pali mod. It's not really that bad though. Had a quick run through. Seems like most of the corridors are pretty small and spammy. Didn't see many alternate routes either. Map reminds me of Asthenosphere...

OceanRunner looks like some UT2004 rip-off. The weapon placement, objectives with 89732648732 health. I couldn't even find any objectives without checking it out in UEd. :( Obviously the author does not know that UT2004 Assault miserably failed at all points. Graphics aren't that great either, and had quite a few fps drops.

The OrionsCurse one couldn't even start, seems it doesn't like my Demo Manager. I played the old Beta one though. I remember it being like some massive map with a maze of corridors, lifts, autocannons and such, I doubt it's any good either. And I'm sure no one would want to uninstall their Demo Manager cause of some map.

Overall, the authors of these maps have no knowledge of Assault as it is in UT99. The only decent custom maps currently used in this league were mostly made by experienced UTA members. In my opinion it's pointless to even try to make an assault map to be used for multiplayer purposes if you haven't played it yourself, which I doubt any of the authors of these maps have...

Anyway these maps are not bad eyecandy wise, but who cares about great eyecandy in an old game like UT99. Any UT2004 (which is already an old game as well) map would easily win against these maps graphics-wise. And if you want to show off graphics, this is not really the place...

Now try to make a multiplayer assault map that doesn't look too bad either and you'll get famous in UTA!
 
:rofl: 2k4 ripoff huh.....I'll take that as a compliment! Thank you! While one can appreciate your super natural ability to judge a map, and it's author from "a quick run". The fact of the matter is we only do this for fun, and thought you might enjoy them. They were never meant for your league. :coolfip: Maybe one day we might make a cube map with the default textures for you, and call it AS-Greatness .....but probably not, Pinhead :rofl:
 
Like I said Hostile, we got some ridiculously high standards. No one will actually agree on any map, even the ones that are in our league and played almost every match :rofl: God bless you for trying though. We'd always appreciate skilled mappers (which your crew quite obviously is) coming here and trying to make some nice maps.

On behalf of the majority of the UTA community however (please don't take the negative comments such as "omg map is not perfect 4 league!11!!" as representing us) I'd like to thank you very much for sharing these maps with us, as I said before they're very good-looking and they'll certainly provide many of us with many hours of fun gaming offline and on public servers! :D Thanks again :thumb:
 
Yeah comments are way to harsh. They are good looking maps so it's a shame they don't fit in 2 well with our gameplay. But burning him down to the ground is just bullshit. I think the maps are well made from a mapping point of view and deffo deserve the compliments.

Goodjob and i know after most of these comments u'll not put much effort into it most likely, but if you ever make a 6v6 playable map the same guys moaning now 'd be either kissing the ground you walk on. Or sending you flowers and asking you out on dates.:P

Hope to see more of your AS work ;)

Greetz,

Carnage`
 
as i said be4..the maps look really nice!

but they will never fit 4 our league...and it´s gameplay :\

the peeps in this league wan boring..."cough" ...basic maps like the new dungeons

most of them cba...or 2 dumb to learn more complicated maps (me thinks about subbase :lol: )
or they cry about fps, cause they still play UT on a old Texas Instrument calculator :eyeroll:
 
Pinhead was just voicing his/her opinion. Thats OK, good to hear them. The author comments may have been a little personal, but if you guys have something to say, please do. :cool:

There are many poor quality maps out there. We wanted to give something better than the average map. The gameplay in the assault maps are not your basic layout. It will take a few times. I feel if people would give them a chance you might find them worth picking back up. We would like to of had them work for your league, but figured they may not.

I think you all have a great place here. Good to have people still playing the old UT. So you are all tops in my book!
:mosher:
 
There are many poor quality maps out there.

Hmm i agree. I've seen tons of maps since i'm playing UT but the thing is that even if many maps are ugly as hell with standard textures with no fancy effects but they are playable. I love how all your AS maps are build and looks but looking at theirs structure i'm afraid they won't be good for proper 6vs6 in the way we're playing AS here.

I would love to give them a try on a pug someday :)

Fell free to join our pug channel (#utapug on server irc.utassault.net) someday and play with us few pugs. This will give you an idea what are you talking about.

EDIT:
Also take a look what maps are most popular in the league. This will give you an idea what factors makes them playable if you look at them. No "eye-candy" wise but routes, objective placement, pickups, etc.
 
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Yes, there are many horrible assault maps, such as AS-Wolf, AS-Escape, AS-RiverbedII, and pretty much every other map. The problem with these maps is that they didn't try to follow in the footsteps of the greatest AS map ever, which is of course AS-Pornoland. If mappers would just follow the basic rule of "put porno everywhere in your map" I guarantee the majority of UTA would love the maps they produce!
 
There seems to be a problem with OceanRunner:

Code:
appError called:
Invalid sound format in Sound AS-FoT-OceanRunner.Cannon.SPMAHorn
Executing UObject::StaticShutdownAfterError

Map crashes on load with that error.
 
There seems to be a problem with OceanRunner:

Code:
appError called:
Invalid sound format in Sound AS-FoT-OceanRunner.Cannon.SPMAHorn
Executing UObject::StaticShutdownAfterError

Map crashes on load with that error.

hummm? Thats a new one on me?
Never had that problem? The biggest problem so far has been the eavy assault bonus pack418. Seems if you run ABP418 mutator, and OceanRunner at the same time. It will crash your server. I will see if I can find the problem with the sound file?? Thank you
 
There seems to be a problem with OceanRunner:

Code:
appError called:
Invalid sound format in Sound AS-FoT-OceanRunner.Cannon.SPMAHorn
Executing UObject::StaticShutdownAfterError
Map crashes on load with that error.

Humm, runs fine on DoG servers and Win32 clients:/ - Might be a Linsux compatibility issue in the sound file?

/edit I notice you've had the same problem before: http://www.unrealadmin.org/forums/showpost.php?&p=104253

:P
 
Sorry havent looked at these maps. but i want to say something about making maps for league.
I suppose half of the signed up members here have half finished maps on their HDs which they would like to share with enthusiastic mappers like your team who have the courage to finish them.

if you are gonna make a map for AS here are some basics that MUST be followed in order to make it playable in the league.

Size: just refer to the popular maps in brajans link. Popular maps are usually assaulted in 3-5 mins. but for a GOOD and organised defense it should be possible (not easy) to hold the map (not one objective) for the complete time, which whould be 10 minutes maximum.

action: create 1 or 2 points per objective where the parties will meet. attackers way to these should be approx. 3 times longer than defenders way.

objectives: objectives with loads of health are annoying, so are objectives that can be shot from everywhere. but dont bury them in a small room, this makes them impossible to take because the def will spam (keep shooting at) the way.

corridors shouldnt be narrower than 512 (absolute minimum)

Indoor areas need height. battle on different levels is interesting (but avoid stairs in the middle of the action, theyre glitchy) maybe put in few occassions for hammerjumps (the lavafort wall is ~ the greatest height possible)
on outdoors areas create cover. DONT pay attention to launching. outside areas create launching potential by themselves.

teleports: avoid them as much as possible. if you must use them there are a lot of maps where they horribly made. A bad example is Desolate. as a defender youll have to oriantate in your spawn within milliseconds, also face all spawns in the same direction. A good example is Bridge.

and publish alphas to get feedback.


before play on our Pug (pickup game) server. this is essential to see whats good and whats bad and to realize why it would be frustrating to attack/defend your current map (havent played it as i said).
 
I want to add something about spawnpoints too.

On big maps especially it's a good idea to have new spawn points after doing objectives. Overlord is a simple but good idea of this. I've seen some really good maps in the past ruined because they have only one spawn at start. Running further and further each time to get to next objective is very off-putting.
 
Thanks Sobo & others, I will keep all that in mind on the next AS.
If I start a new one, I will post a alfa thread here for you guys to check out. I don't know if, and when that would be though?

On the map at hand, OceanRunner. The sound file has been correctly saved. There is no way to check all systems for compatibility. I have no way to test this either. I took out that sound and a few others, and saved to 8 bit mono instead of 16 mono. If our pack leader doesn't care? Maybe you can test the one I've fixed, HeadCase??